Question the first: Will you guys ever get around to fixing "tiering" problems? I.E. it has been said many times that different tiers of ships should be "different and not better", however, for the vast majority of ships in the game a higher tier simply means "better". As well, for the vast majority of ships in the game

This is easily seen on all levels except battleships[though it still holds true for a few of them, such as the Abaddon and Armageddon]

Question the second: Will you guys ever look at the discrepency between long and short range missile fitting and long and short range turret fitting? Short range missiles, which require the ships fitting them to be closer to the enemy, require more space for tanking mods. Such they need to use less CPU and PG. But aside from rockets, they do not.

Question the third: Will Command modules not working in warp be looked at? Currently it is difficult to bring a command ship or battlecruiser fielding command mods to a fight because as they warp to the fight, the ships already there will lose the bonuses they have produced. This means that the command ship is, in many situations, better off not joining the battle because the act of warping will deprive his gang mates of bonuses which they are expecting and may need in order to win the fight.

Good examples of this are in skirmish and armored/siege warfare. An active tanked ship may be able to tank his opponent for a long time with 3 armor gang mods going. As soon as the friendly damnation warps to join the fray, the active armor tanked ships tank fails and the enemy gets away. Assuming there were more than one ship in the fleet, it would have been better for the damnation to not warp to the battle at all. This works with passive tanks due to resistances as well. In a large battle a damnation that warps to the battle will deprive any ships primaried of up to 12% total hit points or more.

Another good example is skirmish mods. A battlecruiser using an interdiction manuvers mindlink provides extra scram and web range, which if lost means the targets may get away. When a rapid deployment user warps, all of the ships using an MWD will change speeds. So an orbiting ship will stop and turn around! Ive seen this hurt people ive been flying with, becauase as soon as i warp, their transversal drops to zero and they are much more vulnerable in general until i land[where they will stop and turn around again when i turn the mod back on]

Just let us use our gang mods when in warp so that joining the fight is actually a good idea.

The real disappointment, apart from the total panic for two whole days that my life's work was going to be destroyed if I rebooted my pc, has been the replacement of bright gold and shiny Amarr features with the new babypoo brown ones. The gates and stations now look like they're made from plywood.

When I began playing in 04 I thought Amarr was that way to reflect the use of gold in RL space craft like the ISS and satellites etc. I got used to it, got to like it and eventually fantasized that Amarr was of course the wealthiest race in Eve, which was why less people wanted to play as one.

So question 1: please, can we have at least SOME of the SHINY back?

I have usually been able to run three accounts simultaneously without too much lag. Now I can have two accounts open, but have to alt tab and wait in order to do anything... which is basically the same as being able to run only one account at a time.

Question 2: What exactly was need for speed and where did it go?

Generally patches have included new content. This of course is needed and often great fun, but now there are so many mods with such similar stats from T1 to Officer (let alone Cosmos) that you have to compare anything up to fifteen mods to find the one you can both use and afford.

Edited by: Sylthi on 13/12/2007 21:10:35Question #1: What drastic and decisive steps are being taking to alter the QA process to make certain that nothing as shameful as the "boot.ini incident" happens EVER again?

Question #2: The new graphics is Trinity are nice. But, when are we going to get some "real" new ship designs? I.E. Golem simply equals a redressed Raven. Isn't it LONG past time for some new hull designs, not just different skins on the same old hulls?

Question #3: Understanding the changes in item volume were to address the "mineral compression exploit", there was (as stated by numerous Devs) an unforeseen "effect" on mission runners, looters, and salvagers. When are these issues going to be fixed? SOON(tm)?

Question #4: Can we please, for the love of all that is holy, have a few major (and/or minor) updates that do NOT contain MASSIVE amounts of "balance" work to existing in-game mechanics/ships/items? It is getting to where I am starting to DREAD up coming patches; afraid of which of my favorite aspects of the game you guys are going to ruin next. It is becoming painfully OBVIOUS that these "balances" are being used as a way to keep the player base off balance so they do not notice the extreme lack of timely new content arrival. Please stop using it as such.

Question #5: When is CCP going to put their money were their mouth is about Hellmar's promises to empower the player base as a whole? (See his interview on Eve-TV if you don't know what I am talking about.) When is this promise going to be fulfilled with the installation of a community wide voting system on the official website for proposed and up coming changes to in-game mechanics/ships/items? As a follow up, when are these votes going to be binding on CCP and it's employees? And, as an additional follow up, how are you going to keep the player base apprised of up-coming votes?

Question #6: Since Trinity was supposed to address lag in a major fashion, in several different ways, and now that it has obviously failed, in all attempts; (i.e. Jita is still a mess, massive fleet battles are still not feasible..... etc. etc.) What is next on the drawing board to address this serious, potentially game killing issue?

Now, I realize that some of my questions are difficult, perhaps even scathing. But, what would a responsible interview be without meaningful and poignant questions? Even with this said I realize that the devs will never have the guts to take on all of them. So, I can safely put out the following wager: If the Devs answer all of my questions, completely and to my satisfaction in the interview, I will write nothing but positive, glowing comments on the forums each and every day for the next year. I will become thier personal fanboi, should they meet my wager.

Like I said. I am completely safe. At any rate, thanks to the devs for at least giving the appearance that they care what we think and feel. And thank you guys for a reasonably cool addition to the game with Trinity, even if it was late and had a computer-killing bug in it. ;)

Best Regards.

Edit for AFTER the live blog: Guess I am TOTALLY safe from my wager. Not only did you guys not answer ALL of my questions, you didn't answer ANY of them. One hell of a blog experience. VERY informative. Not. I don't think you covered a SINGLE important issue..... oh well, got exactly what I expected. So, I guess I can be happy about being right.

Now that the patch has been released to the masses, what have you found to be the true client-side hardware requirements for running Trinity + the enhanced graphics with/out noticable frame rate loss or other performance degredation?

Problems with Trinity graphics upgrade that I have found are as follows:

Undocking and the station is not there... at all... for almost ten seconds. Happens with other people's ships at stargates too...

When you open the starmap all the systems appear as coloured squares before resolving to the more familiar dots.

You STILL can't undock and warp to some gates without a) hitting the station and sticking on it and b) bumping into any number of ships cluttering the exit.

This has been the same since I began playing and is irritating in the extreme and can can be costly in war, offering motionless ships to aggressors.

Why not fix this by automatically ejecting ships to 5k from the station or by providing multiple exits for high volume stations (Jita springs to mind)? It really is the most aggravating thing in Eve and it's obstinate and perverse to keep it like this.

If you have to make station ganking easy for aggressors then remove 'instadocking' and make it so that the docking request is accepted 5km from the station and ships can be vulnerable in their final alignment and approach to stations.

The only thing that this proves is that most people prefer the looks/overall ideology of the caldari and gallente. The number of people with more skill points by race means nothing else. a better comparison would be the number of people with more than x points trained in certain skill areas central to a race. i.e. amarr battleship.

on a different note, I liked trinity for the most part, when can we expect to get to leave the pod?

As per the Amarr Problem thread in EVE-O General discussion, which has now reached 27 pages and over 800 replies, are there any talks of looking in to the balance of Amarr ships and weaponry, namely the tech 1 Cruisers and Battlecruisers, the Apoc (any role change as was discussed months ago), the Recons, the Zealot, and the ever annoying fitting and capacitor use issues inherent in every Amarr ship?

As for Trinity issues with Amarr, the Sentinel is a good ship, as is the Devoter, but the Redeemer seems to delicate for it's intended purposes, and the Paladin contributes nothing that the Abaddon doesn't (apart from an extended tractor beam). Are these ships going to get any adjustments to bring them in line with other ships of their class?

Finally, there are many range issues concerning Rockets and HAMs that must be fitted on some Amarr ships. The Malediction is one of the main offenders, where it gets a range bonus to it's propulsion jamming devices, and yet cannot damage ships unless it is in web range (or gets significantly slowed by using long range rockets. Not only this, but with maximum skills, the Malediction can lock out to 28km, but warp scramble out to 30km. Is this an intended feature (where by you MUST fit a Sensor Booster or Signal Amplifier), or is this just another bug overlooked by developers that do not fly Amarr ships?

Will we see logistics battlecruiers soon(TM)? Hopefully with single bonuses (ie 2 ships per hull)? That is something my m8s and I would truly plan for. And an upgrade to logistics ships is due, if you look at the T2 time line.

The only thing that this proves is that most people prefer the looks/overall ideology of the caldari and gallente. The number of people with more skill points by race means nothing else. a better comparison would be the number of people with more than x points trained in certain skill areas central to a race. i.e. amarr battleship.on a different note, I liked trinity for the most part, when can we expect to get to leave the pod?

Do you know the history of yours race? I think no, just like 90% of EVE players."...comparison would be the number of people with more than x points trained in certain skill areas central to a race..." do you have this statistic? I don't, only what I have is this.But we know what statistic is about, even now I can say in every race, % of pilot with skills in BS is approximately same, this is what statistics is about.

As per the Amarr Problem thread in EVE-O General discussion, which has now reached 27 pages and over 800 replies, are there any talks of looking in to the balance of Amarr ships and weaponry, namely the tech 1 Cruisers and Battlecruisers, the Apoc (any role change as was discussed months ago), the Recons, the Zealot, and the ever annoying fitting and capacitor use issues inherent in every Amarr ship?

As for Trinity issues with Amarr, the Sentinel is a good ship, as is the Devoter, but the Redeemer seems to delicate for it's intended purposes, and the Paladin contributes nothing that the Abaddon doesn't (apart from an extended tractor beam). Are these ships going to get any adjustments to bring them in line with other ships of their class?

Finally, there are many range issues concerning Rockets and HAMs that must be fitted on some Amarr ships. The Malediction is one of the main offenders, where it gets a range bonus to it's propulsion jamming devices, and yet cannot damage ships unless it is in web range (or gets significantly slowed by using long range rockets. Not only this, but with maximum skills, the Malediction can lock out to 28km, but warp scramble out to 30km. Is this an intended feature (where by you MUST fit a Sensor Booster or Signal Amplifier), or is this just another bug overlooked by developers that do not fly Amarr ships?

Cheers

Felysta Sandorn

Looks like I'm going to be on a mining op at the time of the Live Dev Blog... Can anyone that cares about Amarr PLEASE PLEASE PLEASE make sure these issues get addressed!

Are there any plans to make the Triage module more useful? Right now the triage module is just a great way to eat all your cap and leave you a defenseless 1 billion isk paperweight waiting to be popped. Maybe some sort of cap bonus while the module is active?

Q1: Why nerving the drones ? You nerved the myrmidon and the eos. Of course the eos is a field commandship and i agree with you but i have pushing my droneskill over months and then as example the myrmidon i have 40% less dmg . Only shoot them down and fine.

Q1.1: Do you think that Gallente are to good conerning other races? Or why nerving drones, droneboates ? i think the most players are the same opinion as mine. I skill over months ex. drones or what ever and then you are nerving it and all my skill are for nothing. Why? What do you say this players? Balancing the game is okay but not delete or modifiy good things too much!

Q2: Over 100 new missions with trinity you said but i cant see them. For lvl4 and veterans you said in patchnotes. Are they come in next patches?

Q3: Eve is an teamplay i say nothing but i have the Fear that you try to force the players into teamplay. A lot of playery do mission and stuff in Empire they wont have teamplay. PVP is the heart of eve without question but thge thing with carrier nerv etc. you make it hard to fly carrier solo. Why? Surviving in 0.0 only with teamplay right but the players who cant make teamplay cause of time or what ever are the stupids.

Q3.1: What is your priority in future? PVP in 0.0, POS warfare, fleetactions?The logstic is always a big problem what want you do? Including more features for Empire things like missions(and more ?), industry etc ?

With best GreetingsA loyal eve player since 2 yearsFlorian Kuehne

PS: Sry for my bad english xDI hope ccp will find a fairly compromis for all players and not nerving and "re-balancing" too much

I have a question, now that CCP are looking into giving drones some luv <3 so to speak, (The Drone UI is great now imo, and meta drones are a good improvement). Is there any room for some drone based skill hardwirings? As of present there are no implants that effect drones. (Some damage ones for scouts/heavies/sentry's, speed, tracking, optimal, HP etc. could be nice).

I don't know if this is a glitch or not but everytime I lock a target instead of it appearing on the top right side next to my overview, it now appears on the top left side underneath all the region information, if this is a glitch I was wondering when it would be fixed, and if not a glitch then how might I go about switching it back to the original position for it.null

I would like to hear about how invention success chance is derived, I would also like to hear about what, if anything, is being done to increase the viability of 0.0 drugs, especially crash ^^. tHanks and I hope you pick my uestions!

I was wondering if there are any plans of further expanding the killmail system to include implants lost, as a lotta times especialy interceptor pilots are fitted with snake implants that go wayyy beyond the price of the ship they just lost.

Edited by: Mijhy on 13/12/2007 20:00:36Question: 1: What is the intended use for carriers now that tehy cannot carry? 2: Why are you replacing the ability of a carrier to transport cargo with a ship that will cost 8 times as much to build and has a shortned jump range? 3: Why is there so much nerfing? Would it not be better sjut to give other things boosts. Nerfing somethign on such a scale as the carrier is like giving someone a new leg and then saying sorry we need it back. 4: Since we can no longer use carriers for there intended purposes will we be geting our months of training time and millions of isk spent on skills back?

Belive me I understand the point of a jump freighter and limiting carriers abilities, but come on you have cripled anyone who dosent have 10's of billions of isk to buy these new ships. We asked for a biger carghold with a limited jump drive not a carrier that cant even do what it was named for.

Q: The return of the Defiants in Bleak Lands has been somewhat coincidental with Trinity content upgrade. Can it be considered part of it as a return and/or boost of live events in Trinity or there is nothing related at all? if there is nothing related at all with Trinity and maybe it's a bit off-topic but, can we hope it is a real boost or part of Factional Warfare introduction or just a carrot in front of our mouths?